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usr /
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libreoffice /
program /
opengl /
[ HOME SHELL ]
Name
Size
Permission
Action
basicFragmentShader.glsl
773
B
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basicVertexShader.glsl
3.51
KB
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dissolveFragmentShader.glsl
1.71
KB
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dummyVertexShader.glsl
525
B
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fadeBlackFragmentShader.glsl
989
B
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fadeFragmentShader.glsl
778
B
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glitterFragmentShader.glsl
1.01
KB
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glitterVertexShader.glsl
4.49
KB
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honeycombFragmentShader.glsl
3.41
KB
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honeycombGeometryShader.glsl
2.73
KB
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honeycombVertexShader.glsl
4.13
KB
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linearMultiColorGradientFragmentShader.glsl
1.3
KB
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linearTwoColorGradientFragmentShader.glsl
725
B
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radialMultiColorGradientFragmentShader.glsl
1.41
KB
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radialTwoColorGradientFragmentShader.glsl
802
B
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rectangularMultiColorGradientFragmentShader.glsl
1.3
KB
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rectangularTwoColorGradientFragmentShader.glsl
732
B
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reflectionFragmentShader.glsl
1.03
KB
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reflectionVertexShader.glsl
2.72
KB
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rippleFragmentShader.glsl
1.92
KB
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staticFragmentShader.glsl
2.36
KB
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vortexFragmentShader.glsl
2.07
KB
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vortexGeometryShader.glsl
3.01
KB
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vortexVertexShader.glsl
4.89
KB
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Code Editor : honeycombFragmentShader.glsl
/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #version 150 in vec2 texturePosition; in float fuzz; in vec2 v_center; in vec3 normal; in vec4 shadowCoordinate; uniform sampler2D slideTexture; uniform sampler2D colorShadowTexture; uniform sampler2D depthShadowTexture; uniform float selectedTexture; uniform float time; uniform float hexagonSize; bool isBorder(vec2 point) { return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98; } void main() { const vec2 samplingPoints[9] = vec2[]( vec2(0, 0), vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, 1), vec2(1, 1), vec2(1, 0), vec2(1, -1), vec2(0, -1) ); vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0); vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, normal), 0.0); if (hexagonSize > 1.0) { // The space in-between hexagons. if (selectedTexture > 0.5) fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.; else fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.; } else { // The hexagons themselves. float startTime; float actualTime; if (selectedTexture > 0.5) { // Leaving slide. if (isBorder(v_center)) // If the center is “outside” of the canvas, clear it first. startTime = 0.15; else startTime = 0.15 + fuzz * 0.4; float endTime = startTime + 0.05; actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1); } else { // Entering slide. if (isBorder(v_center)) // If the center is “outside” of the canvas, clear it first. startTime = 0.85; else startTime = 0.3 + fuzz * 0.4; float endTime = startTime + 0.05; actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1); if (time < 0.8) actualTime *= time / 0.8; } if (selectedTexture > 0.5) { // Leaving texture needs to be transparent to see-through. fragment.a = actualTime; } else { // Entering one though, would look weird with transparency. fragment.rgb *= actualTime; } } // Compute the shadow. float visibility = 1.0; const float epsilon = 0.0001; if (selectedTexture < 0.5) { float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z; float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; // Only the entering slide. for (int i = 0; i < 9; ++i) { vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; if (depthShadow < shadowCoordinate.z - epsilon) { visibility -= 0.05 * texture(colorShadowTexture, coordinate).a; } } } vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); gl_FragColor = mix(black, fragment, visibility * light); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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